CONTRACT BRIDGE
General Principles
1. Priority of game contracts: 4/ (25+ HCPs) > 3NT (25+ HCPs) > 5/ (29+ HCPs)
2. Fit = 8 cards between you and your partner
3. After a 1-level suit opening, responses or rebids of new suits by responder are forcing for
1 round
4. Conventional bids (i.e. bids that do not promise the suit bid) must be alerted e.g. 2
opening
5. Always strive to show support for partner when possible and find major fits
*M=major
*m=minor
*G.F=game forcing
*F1=forcing one round
Opening Bids
1C/D – 12-22 HCP, 3+ cards, no 5card M (If equal minor length, 3-3 bid clubs, 4-4 and
above bid diamonds)
1H/S – 12-22 HCP, 5+ cards
If you have 5H and 4S, open 1H
If you have 4H and 5S, open 1S
If you have 5H and 5S, open 1S
If you have 6H and 5S, open 1S
If you have 5H and 6S, open 1S
1NT – 15-17HCP, any 4432/4333/5332 distribution only
2C – Any 22+ HCP
2D/H/S – Preempt: 6-9, 6 card. 2 of top 3 or 3 of top 5 honours
2NT – 20-21 HCP, 4432/3334/5332/5422 (no 54 majors)
3C/D/H/S – Preempt: 7card, 6-9 HCP. 2 of top 3 or 3 of top 5 honours
3NT – Gambling: AKQ 8 card minor or AKQJ 7 card minor
4C/D – Preempt: 8 card, 6-9 HCP
4H/S – Preempt/To play
Responses to 1C opening
1D/H/S – 4+cards, 6+ HCP, M priority.
If you have 4H and 4S, respond 1H
If you have 4H and 5S, respond 1S
If you have 5H and 4S, respond 1H
If you have 4H and 5S, respond 1S
1H/S after 1D: 4 card suit, unbalanced hand, if not prefer NT
1S after 1H: 4S
1NT: 12-14 HCP, deny support
2C: 12-15 HCP, 6+C
2NT: 18-19 HCP, deny M support
3C: 16-18 HCP, 6+C
Raise level 2 of partner’s suit – 4 card support, 12-15 HCP
Raise level 3 of partner’s suit – 4 card support, 16-18 HCP
Raise to 4M – 4 card support, 19+ HCP
1NT – Any 6-9 HCP hand without 4card M
2C: 12-15, 6+C
3C: 16-18, 6+C
2NT: 16-17 HCP
3NT: 18+ HCP
2C – Direct support; 6-9 HCP, 5+cards, no 4card M
2NT: 16-17HCP, invite to 3NT
3NT: 18+ HCP
2NT – 10-12 HCP, no 4card M, usually balanced
3C: 12-14 HCP, 6+C
3NT: 15+ HCP
3C – Jump Support; 10-12 HCP, 5+ cards, no 4 card M
3NT – 13-15 HCP, no 4card M, usually balanced
5C – To play
Responses to 1D opening
1H/S – 4+cards, 6+ HCP, F1
If you have 4H and 4S, respond 1H
If you have 4H and 5S, respond 1S
If you have 5H and 4S, respond 1H
If you have 4H and 5S, respond 1S
1S: 4S
1NT: no 4 card support, 12-14 HCP
2NT: 18-19HCP, deny support
2D: 6+D, 12-15 HCP
3D: 6+D, 16-18 HCP
Raise level 2 of partner’s suit – 4 card support, 12-15 HCP
Raise level 3 of partner’s suit – 4 card support, 16-18 HCP
Raise to 4M – 4 card support, 19+ HCP
1NT – Any 6-9 HCP hand without 4card M
2D: 12-15, 6+D
3D: 16-18, 6+D
2NT: 16-17 HCP
3NT: 18+ HCP
2C – 10+ HCP, 5+ cards, does not deny 4carded M
2D: 5+D
2NT: 12-14 HCP
3C: 12-14 HCP, 3+ C
3NT: 15+ HCP
2D – Direct support; 6-9 HCP, 4+D, no 4card M
2NT: 16-17 HCP, invite to 3NT
3NT: 18+ HCP
2NT – 10-12 HCP, no 4card M, usually balanced
3D: 12-14 HCP, 6+D
3NT: 15+ HCP
3D – Jump Support; 10-12 HCP, 4+D; no 4 card M
3NT – 13-15 HCP, no 4card M, usually balanced
5D – To play
Responses to 1H opening
1S – 4+cards, 6+ HCP
1NT: no 4S, 12-15 HCP
2NT: 18-19 HCP
2H: 12-15HCP, 6+H
3H: 16-18 HCP, 6+H
4H: 19+ HCP, 6+H
1NT – Any 6-9 HCP hand without 4card spades and 3 card hearts
2H: 12-15 HCP, 6+H
3H: 16-18 HCP, 6+H
4H: 19+ HCP, 6+H
2NT: 16-17 HCP, no 6H
3NT: 18+ HCP, no 6H
2C/D – 10+ HCP, 5+ cards, F1
2H: 12-14, 6+H
3H: 15+HCP, 6+H, GF
Raising minor suit at level 3: 3+ support, 12-14 HCP
2NT: 12-14 HCP
3NT: 15+ HCP
2H – Direct support; 6-9 HCP, 3+ cards
3H: invite to 4H, 16-18 HCP
4H: 19+ HCP
2NT – 10-12 HCP, no 4card M, usually balanced
3H: 12-14 HCP, 6+S
4H: 15+ HCP, 6+S
3H – Jump support; 10-12 HCP, 3+ cards
3NT – 13-15 HCP, no 4card M/support, usually balanced
4H – 13-15 HCP, 3+ cards
4NT – RKCB 1430
Responses to 1S opening
1NT – Any 6-9 HCP hand without 3+card support
2S: 12-15 HCP, 6+S
3S: 16-18 HCP, 6+S
4S: 19+ HCP, 6+S
2NT: 16-17 HCP, no 6S
3NT: 18+ HCP, no 6S
2C/D – 10+ HCP, 5+ cards, F1
2H: 12-14 HCP, 4+H
2S: 12-14 HCP, 6+S
3S: 15+ HCP, 6+S, GF
Raising minor suit at level 3: 3+ support, 12-14 HCP
2NT: 12-14 HCP
3NT: 15+ HCP
2H – 10+ HCP, 5+ cards, F1
3H: 3+H, 12-14 HCP
4H: 3+H, 15+ HCP
2S: 12-14 HCP, 6+S
3S: 15+ HCP, 6+S, GF
2NT: 12-14 HCP, deny 6S, deny 3H
3NT: 15+ HCP, deny 6S, deny 3H
2S – Direct support; 6-9 HCP, 3+ card support
3S: invite to 4S, 16-18 HCP
4S: 19+ HCP
2NT – 10-12 HCP, no support, usually balanced
3S: 12-14HCP, 6+S
4S: 15+ HCP, 6+S
3S – 10-12 HCP, 3+ card support
3NT – 13-15 HCP, no support, usually balanced
4S – 13-15 HCP, 3+ cards support
4NT – RKCB 1430
Responses to 1NT opening
Can have 5M
2C – Stayman; asking for 4card M. 8+ HCP
2D: no 4 card major
2NT: 8-9 HCP, invite to 3NT
3NT: 10-15 HCP, to play
4D: Transfer to 4H, 6H4S, 10-15 HCP
4H: Transfer to 4S, 6S4H, 10-15HCP
2H: 4H, might have 4S
2S: 8-9 HCP, invite to 3NT/4S. Promises 4S
3NT: 10-15 HCP. Opener to bid 4S if holding 4 card spade
2S: 4S, deny 4H
2NT: 8-9 HCP, invite to 3NT
3NT: 10-15HCP
2D – 5+ card H. Asks partner to bid 2H. 0+ HCP
2H: Complete transfer
2S: 5-5 majors, invite
2NT: 5H, 8-9 HCP
3NT: 5H, 10-15 HCP
3H: Super accept – max hand with 4+ card hearts
2H – 5+ card S. Asks partner to bid 2S. 0+ HCP
2S: Complete transfer
3H: 5-5 majors, GF
2NT: 5S, 8-9 HCP
3NT: 5S, 10-15 HCP
3S: Super accept – max hand with 4+ card spades
2NT – Invite to 3NT, no 4 card M
3M – max hand, accepting invite, 5 card M
3NT – To play
4D – 6+H, Asks partner to bid 4H. 10-15 HCP
4H – 6+S, Asks partner to bid 4S. 10-15 HCP
4NT – Invite to 6NT, no 4 card major
5NT – Invite to 7NT, no 4 card major. Opener bids 7NT if maximum, bids 6NT if minimum
Responses to 2C opening
2D – Waiting; any 0-7 HCP hand
2M: 5+ cards, usually unbalanced
2NT: 22-24 HCP → responses the same as if 2NT opening
3NT: 25-27 HCP
4NT: 28+ HCP
2H/S/3C/D – 8+ HCP, 5+ cards, at least 1 honour
2NT – 8-10 HCP, can have lousy 5 card suit, usually balanced
3C: normal stayman
3D/H/S: 5+ cards
3NT – 11-14 HCP
**For simplicity take 2C opening as GF (cannot stop below game) unless 2C-2D-2NT
**After responder shows a suit, natural bidding continues.
Responses to 2D/H/S preempts (2 of top 3 or 3 of top 5 honours, 6-9 HCP)
New suit at lowest level – F1; 5+ cards (Usually trying for game, if not can pass even with
no support)
2NT – Ogust, asking suit quality. 16+ HCP
3C: 1 top honour (A/K/Q), 6-7 HCP
Bidding back preempted suit is to play
3D: 2 top honours (A/K/Q), 6-7 HCP
Bidding back preempted suit is to play
3H: 1 top honour (A/K/Q), 8-9 HCP
3S: 2 top honours (A/K/Q), 8-9 HCP
3NT: 3 top honours (AKQ), 9 HCP
3NT – To play
Raising partner’s suit – Further preempt; to play
Raise to game – To play
Responses to 2NT opening
Can have 5 card major
3C – Puppet Stayman, 5+HCP
3D: at least 1 4 card major
3H: 4S, GF
3S: 4H, GF
3NT: no 4 card major, 5-11HCP, to play
4D: 4-4 majors, ask partner to bid the fit.
4NT: 12HCP, quantitative invite to 6NT, no 4 card major
5NT: 16 HCP, quantitative invite to 7NT, no 4 card major. Forcing to 6NT.
6NT: 13-15HCP, no 4 card major
7NT: 17+ HCP
3H: 5H
3NT: no fit, 5-11HCP
4H: fit, 5-11HCP
3S: agree heart fit, slam interest. Start cuebidding. Subsequent 4NT = RKCB
4NT: quantitative invite to 6NT
3S: 5S
3NT: no fit, 5-11HCP
4S: fit, 5-11HCP
4H: agree spade fit, slam interest. Start cuebidding. Subsequent 4NT = RKCB
4NT: quantitative invite to 6NT
3NT: no 4 card major, to play. 5-11 HCP
3D – transfer to 3H. 5+H, 0+ HCP
3H: complete transfer
Pass: 0-4 HCP, 5+H
3NT: 5H, choice of game. 5-11HCP
3H – transfer to 3S. 5+S, 0+ HCP
3S: complete transfer
Pass: 0-4 HCP, 5+S
3NT: 5-11 HCP, choice of game
3NT – To play, no 3 card major, 5-11 HCP
4D – Transfer to 4H. 6+H, 5-11HCP
4H – Transfer to 4S. 6+S, 5-11 HCP
4NT – Invite to 6NT, no 3 card major
5NT – Invite to 7NT. Forcing to 6NT, no 3 card major
Doubles
Takeout – 17+ HCP with a good 5 card suit OR 12+ HCP, at least 3 cards in other suits.
Negative – Major oriented; level 1 6+ HCP, level 2 9+ HCP, level 3 12+ HCP
Examples:
1C-(1H)-X Shows 4card spades. With 5+, bid 1S
1D-(1S)-X Shows 4+card hearts. 2H will show 10+ HCP, 5+cards
1S-(2D)-X Shows 4+card hearts with 8+ HCP (level 2). 2H will show 10+ HCP, 5+cards
1D-(1H)-X Shows 4card spades. With 5+, bid 1S
1C-(1D)-X Shows 4-4+ M
1D-(2C)-X Shows 4-4+ M
1H-(1S)-X Shows 4-4+ m
Penalty – To penalize opponents’ contract. Eg. 1C (1NT) X
Lead directing – Doubling of artificial suits Iead-directing. Eg X of 2c stayman shows good
clubs, asking partner to lead clubs
Support double – shows 3 cards in partners’ major suit. Only applicable if partner can rebid
the trump suit at level 2.
1C (P) 1H (1S)
X
After a takeout double
When Opponents bid Eg. (1H) X (1S)
Bidding at lowest level – 4+ cards, 7+ HCP. You are not forced to bid, can pass if hand is
lousy
Bidding at a jumped level – natural, 9-11 HCP
Cue-ing of opponent’s suit – G.F
1NT – stoppers in both called suits, 8-10 HCP
2NT - stoppers in both called suits, 11-12 HCP
3NT - stoppers in both called suits, 13-15 HCP
Pass – nothing to show, usually <6 HCP
X – 8+ HCP, 4 card of responders’ suit
When Opponents keep quiet Eg (1H) X (P)
Partner is FORCED to bid longest suit (M priority)
1NT – promises stopper in opponent’s suit, 8-10 HCP
2NT – 11-12 HCP
3NT – 13-15 HCP
Cue-ing opponent’s suit – G.F
Pass – To set their contract, must have long and good trumps!
New suit at lowest level (M priority) – 0-8 HCP
New suit at jumped level (M priority) – 9-11 HCP
After a response, double-r has a few options:
Cue-ing – G.F
New suit – 17+ HCP, 5+ cards
Supporting without interference – 16+ HCP, 4+cards
Supporting with interference – Competitive
Overcalling a suit
At level 1, 8+ HCP, 5+ cards (must have some quality)
At level 2, 11+ HCP, 5+ cards (must have some quality)
At level 3, 14+ HCP, 5+ cards (must have some quality)
*Overcalling depends a lot on vul as well as distribution
*A jump overcall is the same as opening at that level (preempt) but conditions are more
flexible, especially if partner is a passed hand
After partner overcalls a suit
Jump overcalls - Same as if partner preempted, OGUST on
Direct overcalls
1) Simple raise – 6-10 HCP, 3+ support
2) Cuebid raise – 11+ HCP, 3+ support
3) New suit – 5+ suit, deny support for partner, 10+ HCP
4) NT – promises stopper in opponents’ suit
Overcalling NT
Voluntarily bidding NT over opponents’ bids MUST HAVE a stopper in opponents’ suit (eg.
Ax, Kx, Qxx, JTxx)
15-18 HCP
After partner overcalls NT
1) If partner overcalled 1NT, system on as if partner opened 1NT
a. Eg. (1H) 1NT
b. Stayman, Texas transfers, Jacoby transfers etc
2) If partner overcalled 2NT, system on as if partner opened 2NT
a. Eg. (2D) 2NT
b. Puppet stayman, Texas transfers, Jacoby transfers etc
Defensive signaling (standard carding)
1) Attitude
a. High card followed by low card in the same suit – encourage
b. Low card followed by high card in the same suit – discourage
2) Count
a. High card followed by low card in the same suit – Even number of cards
b. Low card followed by high card in the same suit – Odd number of cards
3) Discards
a. Discarding a low card - discourage
b. Discarding a high card – encourage
c. Usually only the first discard matters, as you might not have good cards to
throw.
***Try to give partner as clear a signal whenever possible!!! Eg. Holding 7654 and partner
leads K asking for count, throw the 7 instead of the 6 or 5. It doesn’t make a difference to
you but it does to partner!
Leads
Suit contracts (Priority of Leads)
1) Singleton side suit
2) AK (A for attitude, K for reverse count)
3) Partner’s suit (Lead standard count)
4) Doubleton (lead high)
5) Connected honours (lead top of connected honours)
6) Other suits (lead 3rd or 5th best). NEVER UNDERLEAD ACES
NT contracts (Priority of Leads)
1) Clear cut long, strong suit (AKQJT, KQJT9)
2) Partner’s known long suit (lead standard count)
3) Your longest and strongest suit
a. From connected honours (at least 2.5 honours: KQT9x, KQJxx, AKJTx)
i. Leading A or Q asks for attitude
ii. Leading K asks for reverse count/unblock
b. Without 2.5 connected honours, lead 4th best from decent suit (with honour –
up to T) and 2nd from poor suit. (can underlead aces)
i. A864, T832, 9862, 953, KQ52
When switching cards in the middle of a hand
- Lead into weakness, Lead through strength
- Small card encourages a return, big card discourages.
- All these are relative, look at your hand and dummy’s and judge what partner is trying
to say.
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The more bridge you play, the easier it is to remember bidding systems ☺ As you play more
you’ll find that there’s no hard and fast rules to bridge. Everything goes by your judgment
and probability. But for now, stick to these guidelines and you should be able to survive for
quite a while